Category: Condition

Possible conditions for all agents

Possible conditions for all agents

  When does effect occur Effect
dead   Depends on disease
experienced The agent has enough experience to advance a level Can level up Dotted, yellow border around agent name in party window
fatigued Stamina < 20%, no sleep for 2 days -20% penalty to every action, – 2 AP
poisoned – Poison has to build, only when a certain threshold is reached it has consequences – Poison causes attribute drains or continual health loss, which is bad enough – Not: a poisoned character “dies” instantly – You have to drag him back to a temple for healing – Counter Measure: Resistance, Herbs, Do not move, Spell “slow poison” – Countner is reduced by one every hour –       If poison counter < 50: Effect is none when agent is sitting still, movements makes the poison wander around the body and cause damage to health
unconscious Stamina < 10% Health <= 0 && Health > -10 If a character’s hit points go to 0, he doesn’t die immediately. Instead, he gets knocked unconscious. If at that point he takes any more damage, he dies, but melee opponents don’t target unconscious characters. Thus, the only real danger is 1) if all the members of your party are knocked unconscious; or 2) if your foes have a “party effect” attack like fire breath or acid spray, which will turn unconscious characters into dead characters. If the character’s hit points reach 0, he falls unconscious. Less than 0, he becomes seriously wounded. Unconscious characters regenerate hit points as time passes and wake up, but seriously wounded characters get worse as time passes, progressing to critically wounded, mortally wounded, comatose, and finally dead. The “medic” skill can reverse the process, but I only gave my characters level 1 in the skill, and apparently you need a higher level to turn someone from “critical” (which Jackie was) to just “unconscious.” Looks like I need to invest more in medical skills. The agent can’t act anymore. She loses one point per round until she reaches -5, at which point he dies. She can die immediately if the damage is serious or an assasination attempt.

Not implemented yet

  When does effect occur Effect Visual
Action Points   Add or remove x AP  
Armor Set mismatch Armor is mismatched, which indicates that the wearer is scoundrel  suffers different penalties in NPC interactions  
Attribute Modifier < Agility, Charisma, Intelligence, Strength, Vitality > Debuffs    
Bleeding <Normal, Serious> Bleeding is substracted from lifepoints each time it is that character’s turn. Normal bleeding is 1 point per point, serious bleeding is 2 lifepoints per point. Stopping the bleeding requires taking a round to bandage the fallen comrade Stop bleeding needs the first aid skill    
Crippled If you get hit in your arm, your accuracy goes down. Hit in the leg, you slow down. Hit in the head, vision gets blurred. Hit in chest/torso slower to recover. Broken amrs or legs, needs first aid skill to be cured    
Critical Health < 75% Can’t do anything else than walk  
Disabled paralyzed    
Diseased   Depends on disease  
Drunk   -30% penalty to every action  
Exhausted Stamina < 20%, no sleep for 2 days -20% penalty to every action, – 2 AP  
Fear <level> Action Points are reduced. You fight enemies, but they’re ghosts and slimes and such, and instead of damaging your hit points, their attacks raise your fear score. APs are reduced by 2 for each fear level  
Freeze Freeze in terror when against a mythical monster, but only in melee.     
In love      
Injured Crippled    
Invincible vs. Physical attacks Nifts protect you against three physical attacks, and the simplest method of winning combat is to always have these in your system. They don’t “stack,” unfortunately, so if a single character gets hit more than three times in one round, you inevitably take damage. When my health is low, eating a Nift vies only for casting a “Shield” spell (depending on the enemy I’m facing) for priority.    
Knocked down   Must stand up, takes 1 AP  
Level Drain      
Morale <Very Bad, Bad, Normal Good, Very Good>  The longer the combat takes, the more your characters’ “morale” score dips, making them less effective at all of their skills.  A 10% penaltiy to every action  
Movement   Add x tiles to agents movement  
Paralyzed   Can’t act anymore until cured  
Radiation Whether through storms, walking through radiated areas, or fighting radiated monsters, it’s fun to see the various negative (stupidity, blindness, instant death at the next irradiation, attribute drains) and positive (laser eyes, attribute increases, double speed, radiation immunity) effects that radiation confers in the game. In addition to hit points, you have “radiation points” that you want to keep above 0, else you suffer disease and mutation–although some mutations, apparently, can be helpful.    
Silence Silence is great versus enemy mages and clerics (especially clerics, since they are effective with Hold Person). One trick I learned is to hit one of my own warriors with Silence and have them go stand next to the spell-casters (since the spell has a 15′ radius). Works great most of the time. Can’t cast any spells and talk  
Sleeping Effect of a spell, or deliberate state Doesn’t act until she awaks  
Stoned Effect of a spell Can’t act anymore and needs special curing  
Stumbling Happens from a particularly tough blow, or if the agent gets pushed Looses 1 AP, thus reducing intitiative  
Stunned Happens from a particularly tough blow Looses 2 APs, thus reducing intitiative  
Tired Stamina < 40%, no sleep for 1 day A malus of 10% to every action, -1 AP  
Unfitting Armor <Cloth, Leather, Chain, Scale, Plate > If the agent wears armor which wasn’t tailored for him.  The Debuff is different for each Armor Type. It raises stamina costs for each action  
Weak Health < 75% Spriting is not possible, all actions have an added stamina cost of 20%  


If your characters are carrying too much they get encumbered. There are two types of encumbrance:

  1. Personal: If the characters is carrying too much
  2. Party: If the party carries too much

The effect of both is the same a character which is encumbered has to pay a higher cost for each of her action. The party encumbrance system is only relevant on the world map, because in a settlement map it is assumed that the party stores the stuff somewhere and is not carrying around the whole time. During combat the characters will drop all the stuff that burdens them. The drawback is that during combat only items carried on person can be used.

Calculation of weight and encumbrance

  • Weight is measured in stones.
  • One stone is approximately 0,5 kg or 1 pound.
  • One strength point gives a carrying capacity of 0,5 Stones.
  • Every human has a base carrying capacity of 10 stones.
  • A agent has the condition “encumbered” when she carries more than her carrying capacity is.
  • A agent has the condition “party_encumbered” when the party is carrying more then the sum of the party members carrying capacity is.

Effects of encumbrance

Personal encumbrance

100% + x% Added Stamina Cost of x%
For every additional 15% above 100% Looses one AP

Party encumbrance

Encumbrance from partyEffect
Additional food consumptionDouble normal food consumption for every 10% of encumbrance
Drop on morale

Balancing weight values

Lvl 40 Soldier (about 50 Strength, 75 stones) should be able to wear full Plate Armor (56s) with Longsword (4s) + Shield  (8s) =  68s

Every Person can carry at least something.

Ideas to consider

Encumbrance matters: The more weight my characters carry, the slower I move through the dungeon. This became a problem in one section of Level 3 in which I had to press a button that opened a secret door, then race down the corridor before the door closed. It was several frustrated attempts before I realized I needed to abandon some of my stuff so I could run faster. ( Although TWE isn’t a real-time game this approach could also be used in a turn based game. )

Mules and bandits: Once they start paying for mules and such,you can add bandits that snatch them while they are in dungeons, thus they would need to hire npc guards as well. And food and water and equipment for them as well. So,they’ll either spend tons of money on those,or just loot the small valuables.

Different ideas.

Decisions based on

Carry limits in games are NOT fun, particularly in hoard driven games, they only really make sense as a game feature in survival games, limits on other kinds of games only annoy the player and force them to make even less logical action, like expending hours loading and unloading crap every time they finish a dungeon or making stockpiles in strategic points (usually ridiculous ones like the front of the elevators like in system shock 2 or the middle of the street, or a barrel somewhere) to reduce commute time or forcing players to not use cool things (like potions) because you can only carry one and “you might needed later”, or forcing players to choose weapons for their kills/ammo-limit ratio rather than because they are fun to use since they can only carry 1 or 2, games need to deliver fun, not realism, we have real life for that and we are playing games to get away from it.

This, by the way, is always one of the most immersion-breaking details in RPGs for me. I’m an occasional archer, and I know for a fact that 50 arrows is a large, awkward, heavy bundle. 1000 arrows – pocket change in most RPGs – would fill a U-Haul. A spare set of plate mail is NOT an easy burden, much the less 10 of them.

Other sources

Backpack Weight and the Scaling of the Human Frame:

Theme: Overlay by Kaira Extra Text
Cape Town, South Africa